handling.meta

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Contents

handling.meta file in GTA V, like in previous versions of the game, controls the physics and animations of vehicles in-game. This file is found found in ..\common\data and can be edited with any text editor.

Parameters

There are 51 parameters in 7 groups.

Physical Attributes

These seven values represent the vehicle's physical proportions within the game:

handlingName

This is used by the vehicles.meta file to identify the handling line of the vehicle.

Value: Any text string no more than 14 characters. By default, the handlingName consists of uppercase letters and numbers (TURISMO, E109, etc.)

fMass

This is the weight of the vehicle in kilograms. Only used when the vehicle collides with another vehicle or non-static object.

Value: 0.0 - 10000.0 and above.

fInitialDragCoeff

Sets the drag coefficient on the rage physics archetype of the vehicle (proportional to velocity squared). Increase to simulate aerodynamic drag.

Value: 10 to 120

fPercentSubmerged

A percentage of vehicle height in the water before vehicle "floats". So as the vehicle falls into the water, at 85% vehicle height (seemingly the default for road vehicles) it will stop sinking to float for a moment before it sinks (boats excluded).

Value: any percentage expressed as a decimal (eg., 85% = 0.85). An invalid number will cause the vehicle to sink without the driver drowning, eventually teleporting the vehicle to the surface.

vecCentreOfMassOffset

This value shifts the center of gravity in meters from side to side (when in vehicle looking forward).

Value x: < -10.0 to > 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.
Value y: < -10.0 to > 10.0. 0.0 means that the center of gravity will be in the center of the vehicle.
Value z: < -10.0 to > 10.0. 0.0 means that the center of gravity will be in the center of the vehicle. Changing this value to great negative quantities (E.G. -10 or greater) will cause the vehicle to behave erratically, moving many feet per frame.

vecInertiaMultiplier

Value x: < -10.0 to > 10.0.
Value y: < -10.0 to > 10.0.
Value z: < -10.0 to > 10.0.

Transmission Attributes

These values describe the vehicle's straight line performance. Rate of acceleration is determined by fDriveBiasFront, nInitialDriveGears, fInitialDriveForce, fDriveInertia, and fInitialDriveMaxFlatVel. Rate of deceleration is determined by fBrakeForce and fBrakeBiasFront. fSteeringLock can be thought of as a measure of sideways acceleration.

fDriveBiasFront

This value is used to determine whether a vehicle is front, rear, or four wheel drive.

Value: 0.0 is rear wheel drive, 1.0 is front wheel drive, and any value between 0.01 and 0.99 is four wheel drive (0.5 give both front and rear axles equal force, being perfect 4WD.)

nInitialDriveGears

How many forward speeds a transmission contains.

Value: 1-16 or more.

fInitialDriveForce

This multiplier modifies the game's calculation of drive force (from the output of the transmission).

  • Drive force formula TBD
Value: 0.01 - 2.0 and above. 1.0 uses drive force calculation unmodified. Values less than 1.0 will in effect give the vehicle less drive force and values greater than 1.0 will produce more drive force. Most cars have between 0.10 and 0.25.

fDriveInertia

Describes how fast an engine will rev. For example an engine with a long stroke crank and heavy flywheel will take longer to redline than an engine with a short stroke and light flywheel.

  • Drive inertia formula TBD
Value: 0.01 - 2.0. Default value is 1.0, or no modification of drive intertia.

fClutchChangeRateScaleUpShift

Clutch speed multiplier on up shifts

fClutchChangeRateScaleDownShift

Clutch speed multiplier on down shifts

fInitialDriveMaxFlatVel

The theoretical top speed of the vehicle in kilometers per hour (km/H). Setting this value does not guarantee the vehicle will reach this speed.

Value: 0.00 - 500.0 and above.

fBrakeForce

Multiplies the game's calculation of deceleration.

  • Brake Force formula TBD
Value: 0.01 - 2.0 and above. 1.0 uses brake force calculation unmodified.

fBrakeBiasFront

This controls the distribution of braking force between the front and rear axles.

Value: 0.0 means the rear axle only receives brake force, 1.0 means the front axle only receives brake force. 0.5 gives both axles equal brake force. A value between 0.01 and 0.49 means the rear axle will receive more brake force than the front and a value between .051 and 0.99 means the front axles will receive more brake force than the rear. In real life, normal vehicles usually have more front braking force than the rear (eg., 0.65).

fHandBrakeForce

Braking power for handbrake.

fSteeringLock

This value is a multiplier of the game's calculation of the angle a steer wheel will turn while at full turn. Steering lock is directly related to over or understeer / turning radius.

  • Steering lock formula TBD
Value: 0.01 - 2.0 and above. Values around 0.1 - 0.2 will simulate a long wheelbase. Whereas a value of around 0.75 and above will turn extremely fast. To high of a value here will cause the vehicle to spin out too easily.

Wheel Traction Attributes

The following attributes describe how the vehicle will behave dynamically, from negotiating corners to acceleration and deceleration. This section has been updated from previous game versions.

fTractionCurveMax

(formerly fTractionMult)

Cornering grip of the vehicle as a multiplier of the tire surface friction.

fTractionCurveMin

(formerly fTractionLoss)

Accelerating/braking grip of the vehicle as a multiplier of the tire surface friction.

fTractionCurveLateral

Shape of lateral traction curve (peak traction position in degrees).

fTractionSpringDeltaMax

This value denotes at what distance above the ground the car will lose traction.

fLowSpeedTractionLossMult

How much traction is reduced at low speed, 0.0f means normal traction

fCamberStiffnesss

Used for bikes. Less = more 'skipping'/understeer?

fTractionBiasFront

Determines the distribution of traction from front to rear.

Value: 0.01 - 0.99. 0.01 = only rear axle has traction. 0.99 = only front axle has traction. 0.5 = both axles have equal traction. Entering a value of 0.0 or 1.0 causes the vehicle to have no traction (the tires actually fail to spawn), while entering a value outside of specified range causes the car to move irrationally whenever the wheels are touching the ground.

fTractionLossMult

How much is traction affected by material grip differences from 1.0

Suspension Attributes

fSuspensionForce

1 / (Force * NumWheels) = Lower limit for zero force at full extension

fSuspensionCompDamp

Damping during strut compression. > = stiffer

fSuspensionReboundDamp

Damping during strut rebond. > = stiffer

fSuspensionUpperLimit

Visual limit... how far can wheels move up / down from original position

fSuspensionLowerLimit

Visual limit... how far can wheels move up / down from original position

fSuspensionRaise

The amount that the suspension raises the body off the wheels.

fSuspensionBiasFront

Force damping scale front/back. if more wheels at back (e.g. trucks) need front suspension to be stronger

fAntiRollBarForce

The spring constant that is transmitted to the opposite wheel when under compression larger numbers are a larger force

fAntiRollBarBiasFront

The bias between front and rear for the antiroll bar(0 front, 1 rear)

fRollCentreHeightFront

fRollCentreHeightRear

Damage Attributes

The following attributes dictate how the vehicle will react to damaging effects.

fCollisionDamageMult

Multiplies the game's calculation of damage to the vehicle through collision.

Value: 0.0 - 10.0. 0.0 = no damage through collision. 10.0 = Ten times damage through collision.

fWeaponDamageMult

Multiplies the game's calculation of damage to the vehicle through weapon damage.

Value: 0.0 - 10.0. 0.0 = no damage through weapons. 10.0 = Ten times damage through weapons.

fDeformationDamageMult

Multiplies the game's calculation of deformation-causing damage.

Value: 0.0 - 10.0. 0.0 = no deformation through damage is possible. 10.0 = Ten times deformation-causing damage.

fEngineDamageMult

Multiplies the game's calculation of damage to the engine, causing explosion or engine failure.

Value: 0.0 - 10.0. 0.0 = no damage to the engine. 10.0 = Ten times damage to the engine.

fPetrolTankVolume

Amount of petrol that will leak after shooting the vehicle's petrol tank.

fOilVolume

Black smoke time before engine dies?

Miscellaneous Attributes

fSeatOffsetDistX

The distance from the door to the car seat.

Value: Driver > passenger

fSeatOffsetDistY

The distance from the door to the car seat.

Value: Trunk > hood

fSeatOffsetDistZ

The distance from the door to the car seat.

Value: Undercarriage > roof

nMonetaryValue

Vehicle worth.

strModelFlags

Written in HEX. Rightmost digit is the first one.

1st digit	1: IS_VAN			2: IS_BUS		4: IS_LOW		8: IS_BIG
2nd digit	1: ABS_STD			2: ABS_OPTION		4: ABS_ALT_STD		8: ABS_ALT_OPTION
3rd digit	1: NO_DOORS			2: TANDEM_SEATS		4: SIT_IN_BOAT		8: HAS_TRACKS
4th digit	1: NO_EXHAUST			2: DOUBLE_EXHAUST	4: NO1FPS_LOOK_BEHIND	8: CAN_ENTER_IF_NO_DOOR
5th digit	1: AXLE_F_TORSION	 	2: AXLE_F_SOLID		4: AXLE_F_MCPHERSON	8: ATTACH_PED_TO_BODYSHELL
6th digit	1: AXLE_R_TORSION	 	2: AXLE_R_SOLID		4: AXLE_R_MCPHERSON	8: DONT_FORCE_GRND_CLEARANCE
7th digit	1: DONT_RENDER_STEER 		2: NO_WHEEL_BURST	4: INDESTRUCTIBLE	8: DOUBLE_FRONT_WHEELS
8th digit	1: RC				2: DOUBLE_RWHEELS	4: MF_NO_WHEEL_BREAK	8: IS_HATCHBACK

strHandlingFlags

Written in HEX. Rightmost digit is the first one.

1st digit	1: SMOOTH_COMPRESN		2: REDUCED_MOD_MASS		4: N/A						8: N/A
2nd digit	1: NO_HANDBRAKE			2: STEER_REARWHEELS 		4: HB_REARWHEEL_STEER				8: STEER_ALL_WHEELS
3rd digit	1: FREEWHEEL_NO_GAS		2: NO_REVERSE			4: N/A						8: STEER NO WHEELS
4th digit	1: CVT				2: ALT_EXT_WHEEL_BOUNDS_BEH	4: DONT_RAISE_BOUNDS_AT_SPEED			8: N/A
5th digit	1: LESS_SNOW_SINK 		2: TYRES_CAN_CLIP		4: N/A						8: N/A
6th digit	1: OFFROAD_ABILITY		2: OFFROAD_ABILITY2		4: HF_TYRES_RAISE_SIDE_IMPACT_THRESHOLD		8: N/A
7th digit	1: ENABLE_LEAN			2: N/A				4: HEAVYARMOUR					8: ARMOURED
8th digit	1: SELF_RIGHTING_IN_WATER	2: IMPROVED_RIGHTING_FORCE

strDamageFlags

Indicates the doors that are nonbreakable. Written in HEX. Rightmost digit is the first one.

1st digit	1: DRIVER_SIDE_FRONT_DOOR	2: DRIVER_SIDE_REAR_DOOR	4: DRIVER_PASSENGER_SIDE_FRONT_DOOR	5: DRIVER_PASSENGER_SIDE_REAR_DOOR
2st digit	1: BONNET			2: BOOT				4: N/A					5: N/A
3st digit	1: N/A				2: N/A				4: N/A					5: N/A
4st digit	1: N/A				2: N/A				4: N/A					5: N/A
5st digit	1: N/A				2: N/A				4: N/A					5: N/A
6st digit	1: N/A				2: N/A				4: N/A					5: N/A
7st digit	1: N/A				2: N/A				4: N/A					5: N/A
8st digit	1: N/A				2: N/A				4: N/A					5: N/A

AIHandling

Tells the AI which driving profile it should use when driving the vehicle. Use AVERAGE for boats, bikes, aircraft, etc. AVERAGE SPORTS_CAR TRUCK CRAP

SubHandlingData

Can use 3 different sub handling data items. For blank items, set type to "NULL"

CBoatHandlingData

CBikeHandlingData

CFlyingHandlingData

CVehicleWeaponHandlingData

CSubmarineHandlingData

CTrailerHandlingData

CCarHandlingData

CBaseSubHandlingData